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名师互学网 > IT > 软件开发 > 后端开发 > C/C++/C#

C++ 迷宫游戏实现代码

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C++ 迷宫游戏实现代码

C++ 迷宫游戏实现代码

题目 通过让游戏角色自动寻找迷宫出口,走出迷宫,来练习C++面向对象之封装的基础知识。迷宫图如下所示,其中X表示墙。
 

1、程序分析

走出去的原理:遵循右手规则或左手规则。右手扶墙走,就会走出迷宫,反之,亦然。

  step1 创建迷宫类,打印出迷宫地图。
 

 step2 创建走迷宫的人的类。


 

2、程序实现

MazeMap.h

#ifndef MAZEMAP_H
#define MAZEMAP_H

#include 
#include   //COORD

//在二维数组里,1代表墙,0代表路
#define WALL 1
#define ROAD 0

class MazeMap
{
public:
  MazeMap(char wall = 'X');
  ~MazeMap();
  
  void setMazeMap(int *mazemap, int row, int col);
  void pintMazeMap();
  int** getMap();      //返回地图二维数组指针
  const char m_cRoad;    //常数据成员:路
  void setExitPosition(int x,int y);   //设置迷宫出口
  COORD m_COORDExitPostion;  //迷宫的出口
private:
  const char m_cWall;     //常数据成员:墙
  int** m_pMap; //指向迷宫地图二维数组的二级指针
  int m_iMapRow;//二维数组的行数
  int m_iMapCol;//二维数组的列数
};

#endif

MazeMap.cpp

#include "MazeMap.h"


MazeMap::MazeMap(char wall):m_cWall(wall),m_cRoad(' ')
{
  m_pMap = NULL;
}

MazeMap::~MazeMap()
{
  if(m_pMap)
  {
    for(int i = 0; i < m_iMapRow; i++)
    {
      delete m_pMap[i];
      m_pMap[i] = NULL;
    }
    delete m_pMap;
  }
}

void MazeMap::setMazeMap(int *mazemap, int row, int col)
{
  m_iMapRow = row;
  m_iMapCol = col;
  //为存储迷宫地图的二维数组动态分配内存空间
  m_pMap = new int*[m_iMapRow];    //分配m_iMapRow个存储int类型指针的内存空间
  for(int i = 0; i < m_iMapRow; i++) 
    m_pMap[i] = new int[m_iMapCol]; //分配m_iMapCol个存储int类型的内存空间

  //将二维数组迷宫地图的数据拷贝给二级指针
  for(int i = 0; i < m_iMapRow; i++)
  {
    for(int j = 0; j < m_iMapCol; j++)
    {
      m_pMap[i][j] = *mazemap;
      mazemap++;
    }
  }
}

void MazeMap::pintMazeMap()
{
  system("cls");
  for(int i = 0; i < m_iMapRow; i++) 
  {
    for(int j = 0; j < m_iMapCol; j++)
    {
      if(m_pMap[i][j])      //数组元素为1,则打印代表墙的字符
 std::cout << m_cWall;
      else     //否则,打印代表路的字符
 std::cout << m_cRoad;
    }
    std::cout << std::endl;
  }
}


int** MazeMap::getMap()
{
  return m_pMap;
}

void MazeMap::setExitPosition(int x, int y)
{
  m_COORDExitPostion.X = x;
  m_COORDExitPostion.Y = y;
}

MazeMan.h

#ifndef MAZEMAN_H
#define MAZEMAN_H

#include 
#include "MazeMap.h"

enum direction{U,D,L,R};

class MazeMan
{
public:
  MazeMan(char man = 'T',char manface = R);
  void setPosition(int x, int y);   //设置游戏角色位置
  void setMap(MazeMap *map);     //设置地图对象
  bool walkUp();    //向上走
  bool walkDown();   //向下走
  bool walkLeft();   //向左走
  bool walkRight();   //向右走
  void moveForward(direction direct); //根据传入的方向让游戏角色前进一步 
  void start();     //游戏开始函数
private:
  char m_cMan;     //代表游戏角色的字符
  char m_cManFace;   //游戏角色的朝向
  int m_iSteps;     //记录游戏角色已经走的步数
  COORD m_COORDManCurrentPosition;  //游戏角色的当前位置
  MazeMap *m_pMap;   //地图对象
};
#endif

MazeMan.cpp

#include "MazeMan.h"


MazeMan::MazeMan(char man,char manface)
{
  m_cMan = man;
  m_cManFace = manface;
  m_iSteps = 0;
}

void MazeMan::setMap(MazeMap *map)
{
  m_pMap = map;
}


void MazeMan::setPosition(int x, int y)
{
  unsigned long numWritten;
  //获得命令行窗口的窗口句柄
  HANDLE handle = GetStdHandle(STD_OUTPUT_HANDLE);
  m_COORDManCurrentPosition.X = x;
  m_COORDManCurrentPosition.Y = y;
  //在指定坐标位置填充指定的字符,这里我们在游戏角色的当前位置填充代表游戏角色的字符,使游戏角色采出现
  FillConsoleOutputCharacter(handle,m_cMan,1,m_COORDManCurrentPosition,&numWritten);
  //参数说明:控制台屏幕缓冲区句柄,要向控制台缓冲区写入的字符;应写入的字符单元数;
  //一个COORD结构,它指定字符的字符是要写的第一个单元格的坐标;
  //指向接收的实际写入控制台屏幕缓冲区的字符数的变量的指针。
}

void MazeMan::moveForward(direction direct)
{
  unsigned long numWritten;
  //获取命令行窗口的窗口句柄
  HANDLE handle = GetStdHandle(STD_OUTPUT_HANDLE);
  //在指定坐标位置填充指定的字符,这里我们在游戏角色的当前位置填充空格,使游戏角色消失
  FillConsoleOutputCharacter(handle,m_pMap->m_cRoad,1,m_COORDManCurrentPosition,&numWritten);
  switch(direct)
  {
  case U:
    m_COORDManCurrentPosition.Y -= 1;
    break;
  case D:
    m_COORDManCurrentPosition.Y += 1;
    break;
  case L:
    m_COORDManCurrentPosition.X -= 1;
    break;
  case R:
    m_COORDManCurrentPosition.X += 1;
    break;
  default:
    break;
  }
  //游戏角色坐标更新,在新的坐标
  FillConsoleOutputCharacter(handle,m_cMan,1,m_COORDManCurrentPosition,&numWritten);
  //移动完成后跟新游戏角色的朝向
  m_cManFace = direct;
}


bool MazeMan::walkUp()
{
  if(m_pMap->getMap()[m_COORDManCurrentPosition.Y - 1][m_COORDManCurrentPosition.X])
    return false;
  else 
    moveForward(U);
    return true;
}

bool MazeMan::walkDown()
{
  if(m_pMap->getMap()[m_COORDManCurrentPosition.Y + 1][m_COORDManCurrentPosition.X])
    return false;
  else 
    moveForward(D);
    return true;
}

bool MazeMan::walkLeft()
{
  if(m_pMap->getMap()[m_COORDManCurrentPosition.Y][m_COORDManCurrentPosition.X - 1])
    return false;
  else 
    moveForward(L);
    return true;
}

bool MazeMan::walkRight()
{
  if(m_pMap->getMap()[m_COORDManCurrentPosition.Y][m_COORDManCurrentPosition.X + 1])
    return false;
  else 
    moveForward(R);
    return true;
}

void MazeMan::start()
{
  while(true)
  {
    m_pMap->pintMazeMap();
    switch(m_cManFace)
    {
    case U:
      //游戏角色朝上时,先向右,再向上,再向左,最后向下(右手原则)
      walkRight() || walkUp() || walkLeft() || walkDown();
      break;
    case D:
      walkLeft() || walkDown() || walkRight() || walkUp();
      break;
    case L:
      walkUp() || walkLeft() || walkDown() || walkRight();
      break;
    case R:
      walkDown() || walkRight() || walkUp() || walkLeft();
      break;
    default:
      break;
    }
    m_iSteps++;
    if(m_COORDManCurrentPosition.X == m_pMap->m_COORDExitPostion.X && m_COORDManCurrentPosition.Y == m_pMap->m_COORDExitPostion.Y)
      break;
    std::cout << "已经走了" << m_iSteps - 1 << "步";
    Sleep(500);
  }
}

Main.cpp

#include "MazeMap.h"
#include "MazeMan.h"

#define MapRow 11    //迷宫地图的行数
#define MapCol 11    //迷宫地图的列数

int main()
{
  //定义并初始化存储地图数据的二维数组
  int map[MapRow][MapCol] = {
    {WALL, WALL, WALL, WALL, WALL, WALL, WALL, WALL, WALL, WALL, WALL},
    {WALL, ROAD, ROAD, ROAD, WALL, ROAD, ROAD, ROAD, ROAD, ROAD, ROAD},
    {WALL, ROAD, WALL, WALL, WALL, ROAD, WALL, WALL, WALL, ROAD, WALL},
    {WALL, ROAD, ROAD, ROAD, WALL, ROAD, ROAD, ROAD, WALL, ROAD, WALL},
    {WALL, ROAD, WALL, ROAD, WALL, ROAD, WALL, ROAD, WALL, WALL, WALL},
    {WALL, ROAD, WALL, ROAD, ROAD, ROAD, WALL, ROAD, WALL, ROAD, WALL},
    {WALL, ROAD, WALL, WALL, WALL, ROAD, WALL, WALL, WALL, ROAD, WALL},
    {WALL, ROAD, WALL, ROAD, WALL, ROAD, ROAD, ROAD, WALL, ROAD, WALL},
    {WALL, WALL, WALL, ROAD, WALL, WALL, WALL, ROAD, WALL, ROAD, WALL},
    {ROAD, ROAD, ROAD, ROAD, ROAD, ROAD, ROAD, ROAD, ROAD, ROAD, WALL},
    {WALL, WALL, WALL, WALL, WALL, WALL, WALL, WALL, WALL, WALL, WALL}
  };
  //从堆中实例化地图对象
  MazeMap *mm = new MazeMap();
  mm->setMazeMap(&map[0][0],MapRow,MapCol);
  mm->setExitPosition(10,1);
  mm->pintMazeMap();
  //从堆中实例化游戏角色对象
  MazeMan *man = new MazeMan();
  //设置角色起始位置
  man->setPosition(0,9);
  //设置游戏要走的地图
  man->setMap(mm);
  //用new的方式从堆中实例化的对象,使用完毕之后需要手动释放内存
  man->start();
  delete mm;
  mm = NULL;
  delete man;
  man = NULL;
  std::cout << "闯关成功!" << std::endl;
  system("pause");
}

3、运行结果

T代表人

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